Posts for moozooh


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Voted for Aglar, because his contributions were more unexpected.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Yeah, Cpadolf totally deserves it! Especially awesome since his taste in games largely coincides with my own. :)
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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New route in HoD and a broken Aria of Sorrow outweigh the polishment of CotM and running past things in Naruto. The GB games are pretty meh, both of them. Klmz it is! Sorry, Cardie. :(
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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mz wrote:
Thanks! PCSX uses the Windows registry to save its settings, so it should always use the same config.
>_> Could you please add an option for a .cfg file? I'm on my knees here! Anything but registry!
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Omissions? Chrono Trigger is #2 or something. But actually, all top-something-games-ever suck.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Well, if 484 frames of a 491-frame improvement to an already tight movie were found by Zugzwang, I think it would only be fair to list him as a co-author, not?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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It was a reply to a 4.5 year old post, fyi. >_>
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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It's not that there aren't new games. There are lots of them, actually, and even more are going to appear as PS1 and probably even NDS games will pour in somewhere this year. I think it lies elsewhere. 1. Most games that are supposedly good for TASing have been TASed, and they are usually TASed in the first place. Take a look at the current GBA lineup with an average rating of 7.0 and higher. Any familiar titles there? Do they amount to at least a half of GBA TAS library? Most newcomers like games that are popular, and naturally, they'd like to try TASing them in the first place. Then they inevitably find them already TASed and resign their ambitions as soon as they witness the level of optimization involved. Exceptions are rare. Solution: none. This will happen anyway. 2. Obscure games are obscure. Many of them aren't even accepted on the ground of extreme obscurity that may not appeal to everyone, etc.. Doesn't happen every time, but it does happen. Most people that TAS those are newcomers, btw. The others are named Aqfaq. Solution: broaden the range of material allowed on the site. 3. The audience is greedy, and is more cruel than the entire judge circle at TASvideos. In a sense that it's the audience that raises the standards too high, not the admins. If a judge can forgive lack of optimization for a first-generation TAS of any new game, the watchers will be annoyed at lack of memory watching, infuriated by lack of frame-advance, but they would praise the insane esoteric frame shaving bullshit to no end, successfully making a point that good TASes should be like this. Of course they should. But in a newcomer's perception, TASes like this are good, and what they can do with their non-existing experience is, well, bad. That opens the gate to every self-depreciating claim out there, like "I won't ever become good at this", and effectively, stop them from TASing due to the insane expertise slope they think they have to climb to make their product appreciated. Solution: for the audience to be more moderate with their judgements, as well as their expressions. 4. The creative freedom is hindered by the site's current standards for multiple categories. An old, known problem that's been debated to no end. Solution: adopt one of the gazillion of paradigm shifts in regards to the site's content. Never too late to. There are probably more of such reasons, and I've listed them once when talking to adelikat and others in out secret tree club for boys™, but I don't remember everything I've said back then.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Top 4 ways of killing a shopkeeper. 1. If it's a weapon shop with a shotgun, pick it up, press shoot+jump when facing a shopkeeper. You only have a few frames before he shoots back, so the distance should be safe. 2. If it's a weapon shop with a web cannon, pick it up, press shoot+jump when facing a shopkeeper, and land repeatedly on his head until he's dead. 3. Shoot a sticky bomb at the shopkeeper (exactly at him) and escape. 4. If a long range weapon or a bomb is present, scroll the screen so that the shopkeeper is about 1-1.5 blocks offscreen, shoot at his supposed location. Other ways (jumping on the head, directing a boulder at the shop's location, crushing with a block, luring away, shooting bombs semi-randomly) are much riskier, or include some specific level topography. I almost always try to kill them, though, because it saves me money and gives great stuff to loot every time. I'd even go as far as saying it's easier to make do with the angry shopkeepers compared to playing through the entire game without certain inventory items.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Have fun emulating those!
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Oh, Dolphin emulates Wii now? That's cool, didn't know about that. I suppose leejunfan777 doesn't have to wait as much as 3-4 years, I'd say it's down to 1.5-2 years now.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Try again in 3-4 years.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Yes, these people are called publishers. Badger them if videos look bad. (Beware, though: harsh replies from adelikat's side are not to be unexpected.) Also, if you read Johannes's first two posts, he was on about a different thing; namely, increasing bitrate limit for N64 or abolishing it altogether.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Wow, guys. :\ The FAQ articles all insist the visual quality must be good. And it is usually good even within the 4 MB/s limit. If it's not good, the bitrate is increased further until it's good, and Bisqwit approves. If it doesn't look good it means the bitrate is low, but that's not the 4 MB/s limit's fault, it's the encoder's fault. The limit is not absolute, it's only there to ensure no bloated files are published when the site administrators' can't supervise the process. It's you who are missing the point.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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There certainly are some pre-defined elements and traps, but they don't make the general level appearance repetitive. Kind of like the original Diablo.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Managed to reach level 13 three times now, but the ice caves are killing me (when I don't have a compass + cape + climbing gloves combo). :( I guess I'll have to grind in order to buy that stage 13 shortcut…
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Post subject: Spelunky: an awesome 2D platforming roguelike hybrid
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Slightly less than a week ago, I've encountered a platformer with nearly endless replayability: Spelunky (~11 MB, seems to be Windows-only at the moment). It's developed by the same guy who did Aquaria. Basically, it's a platforming game similar to Dangerous Dave and La-Mulana, except the levels are entirely randomized akin to roguelike games like NetHack. The goal is to reach the last level. There are many items, as well as treasures, to collect, and monsters to kill. There also are shops which you can lift, secrets that you can find, and numerous other awesome things. Be warned: the game is fun, but brutally hard to finish. So far I'm on my ~270th attempt, and I haven't even caught a glimpse of level 11 yet…
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Johannes wrote:
I never said most games need to exceed the limit. The point from the beginning was that the ones that do need to exceed the limit should not look bad. Many N64 encodes look bad.
How many of them have 400+ kbps for video? Please do tell.
Johannes wrote:
The point was never what was considered complex to encode, it was that games that need it should be given higher bitrate.
My point is, a "complex 3D game" (found 7 instances of this phrase in your previous posts, btw) isn't necessarily complex to encode, and thus doesn't need high bitrate to look good, which you seem to claim so rigorously.
Johannes wrote:
In my opinion, we should forget about the 4 MB/min limit, and use the lowest bitrate that will actually look good, instead of striving to barely fit the 4 MB/min limit
Once again: the limit is there to prevent accidental publishing of bloated files. The limit is not absolute, and it has been raised when needed, which is exactly what you're asking about. This is what you're overlooking! Also, I'd still like you to list the bitrates of N64 encodes you consider bad.
Johannes wrote:
and possibly sacrificing things like seekability and compability in the process, just to get a somewhat decent looking (and sounding) video file
How compatible is "compatible"? How good is "good"? There is no universal solution.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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I'm afraid you're overlooking a lot. First of all, about 90% of the encodes for any platform don't even come close to the limit you're talking about. Next, "complex 3D games" and "simple 2D games" doesn't tell anything about encoding complexity. Not a single thing. I don't know your experience in video encoding, but what really kills codecs are things like scaling, fast randomly moving objects, multi-layered backgrounds, particle bursts or small areas of a sprite shifting against each other, gradual fade-ins/fadeouts and various color oscillation. Generally, 3D games presented on the consoles we have an ability to TAS on currently only exhibit the first and the last item of that list. On the contrary, gradients and general blur seen as a result of texture filtration actually save bits because blurred image is easier to compress using MPEG family codecs. And, the most important one yet, the limit can be raised if it's proven to be impossible to create a decently-looking encode within the 4MB/min limit. What I do agree, however, is that in certain cases, a small bitrate increase (especially for audio) would be welcome. And while I'm at it, I'd also like to point out that "simple" platforms' sound does never mean it's simple for a codec to handle. Crispness, sharp attacks, noises and such are much harder to compress, and thus require a somewhat higher bitrate.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Two comments. First, the date should be "2005—2009", or "January 2009", or just "2009", since it is a snapshot of the site's movie material by the start of 2009. Just "2005" doesn't convey such message. Second, the keywords are to be written as follows: word1; word2; word3. Currently they're written as: word1,word2,word3, and are thus parsed as a single word.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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What's really stupid and gay is how Archive accepts OGM and not a simiarly-unsupported in hardware but otherwise much superior MKV. :\ ZeXr0, if possible, add timestamps to the corresponding pages, so that it would be possible to know the exact date the material was uploaded on. It's important because it won't always be up to date. And thank you for your effort.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Post subject: Re: Discussion about 2008 movie nominees
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adelikat wrote:
Innovative TAS: 1188M Sega CD Sonic the Hedgehog CD in 17:27.64 by Nitsuja - since this was a ground breaker for both being a new platform and for being the first CD game to be successfully TASed.
Ahem. It's not right to praise an improvement run for its predecessor's merits.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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If you're going to keep retroactively apologizing for every post you've made, I swear I'll brutally murder you.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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P.JBoy wrote:
picture
Amusingly, you've illustrated the very essense of our misunderstanding: while I'm trying to interpret the situation directly (i.e., completing the "game" with normal entry conditions and a definite end goal with superhuman precision), what you're doing is swapping goals, making them easier to attain, or plain irrelevant (using cheats or not attaining the "best ending", essentially). It's somewhat different from thinking outside the box, if I interpret MUGG's conditions correctly. Rather, it's just thinking about something completely different.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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P.JBoy wrote:
Lets think outside the box here. How about a fall under very low gravity? Or if you don't touch the ground until after you've fallen 1000m?
Outside-the-box enough to have a parachute, then?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.